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submitted 23 hours ago* (last edited 23 hours ago) by seasick@lemmy.world to c/godot@lemmy.world

Working on a bullet heaven game. Obviously, something is wrong here

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[-] unmagical@lemmy.ml 2 points 23 hours ago

Yep, that looks weird. Are you looking for guidance or just to share an odd artefact of development?

[-] seasick@lemmy.world 2 points 23 hours ago* (last edited 23 hours ago)

Just sharing, thanks for the concern though :) I thought it was funny looking, I just added new nodes to the wrong node and something was off with my look_at usage

[-] unmagical@lemmy.ml 2 points 23 hours ago

Out of curiosity are you using the physics server or some of the more high level physics wrappers?

For a bullet heaven (or hell, tbh) I'd definitely recommend checking if hooking into the physics server directly will give you a boost in projectiles or performance.

This guide is a little outdated, but gives a relevant demonstration of what can be achieved.

[-] seasick@lemmy.world 1 points 22 hours ago

Currently there isn't much physics ongoing, if you don't count collision detection. I'm currently just moving meshes in _process and use RayCast3D and Area3D for collision detection.

I've recently read about using just the RenderingServer and PhysicsServer and I am curious and interested. One step at a time ^^

[-] unmagical@lemmy.ml 2 points 22 hours ago

Sounds like you're at the right stage in the process to investigate! Only reason I brought it up is that I'm working on a bullet heaven as well and got some pretty big gains going the server route.

Whether or not it's needed is dependent on your final vision, but even just handling collision has some appreciable gains.

Good luck!

this post was submitted on 20 Feb 2025
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